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Human Computer Interaction (HCI)
1 lecture
dr Kristina Lapin
1
Objectives
• Concerns of interactive system design
• Evolution
• Interaction design (IxD) and human computer interaction (HCI)
• Usability and user experience
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Bad designs – Elevator controls and labels on the bottom row all look
the same, so it is easy to push a label by mistake instead of a control button
– People do not make same mistake for the labels and buttons on the top row. Why not?
From: www.baddesigns.com
4
Why is this vending machine so bad?
• Need to push button first to activate reader
• Normally insert bill first before making selection
• Contravenes well known convention
From: www.baddesigns.com
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Good and bad design
• What is wrong with the remote on the right?
• Why is the TiVo remote so much better designed?
– Peanut shaped to fit in hand
– Logical layout and color-coded, distinctive buttons
– Easy to locate buttons
www.id-book.com
Designing interactive systems
• developing high quality interactive systems, products and services that
– fit with people and their ways of living
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Activity
Context
The ergonomic model of HCI
7
Activities
People Technology
User-centered design
Design
implementation evaluation
8 ŽKS ištakos ir struktūra Studijų reikalavimai Motyvacija Literatūra
9
Definition
• Human-computer Interaction – a discipline concerned with
– the study,
– design,
– construction and
– implementation of
– human-centric interactive computer systems.
Human computer interaction
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ACM model of HCI
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Interaction design: fusion of skills
www.id-book.com 13
Working in multidisciplinary teams
• Many people from different backgrounds involved
• Different perspectives and ways of seeing and talking about things
• Benefits – more ideas and designs generated
• Disadvantages – difficult to communicate and progress forward the designs
being create
14
Interaction design in business • Increasing number of ID consultancies, examples of well known
ones include: – Nielsen Norman Group: “help companies enter the age of the consumer, designing human-
centered products and services”
– Cooper: ”From research and product to goal-related design”
– Swim: “provides a wide range of design services, in each case targeted to address the product development needs at hand”
– IDEO: “creates products, services and environments for companies pioneering new ways to provide value to their customers”
– Adaptive path: We halp companies crreate products and services that deliver great experiences and improve people’s lives.
Sėkmingi ir nesėkmingi produktai | SP ir ŽKS | Naudotojo potyriai ir panaudojamumas | SP gairės
www.id-book.com 15
What do professionals do in the ID business?
• interaction designers - people involved in the design of all the interactive aspects of a product
• usability engineers - people who focus on evaluating products, using usability methods and principles
• web designers - people who develop and create the visual design of websites, such as layouts
• information architects - people who come up with ideas of how to plan and structure interactive products
• user experience designers (UX) - people who do all the above but who may also carry out field studies to inform the design of products
www.id-book.com 16
What is involved in the process of interaction design
Establishing requirements
Developing alternatives
Prototyping
Evaluating
Save development costs
17
Bias, Randolph G., Mayhew, Deborah J. Cost-justifying usability: an update for the internet age. Morgan
Kaufman Publishers, 2005.
Being human-centred
• Thinking about what people want to do rather than what the technology can do
• Designing new ways to connect people with people
• Involving people in the design process
• Designing for diversity
THE VARIETY OF INTERACTIVE SYSTEMS
Desktop systems
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Handheld devices
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Virtual reality
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Immersive technologies
Games Virtual Worlds Social Networks
Virtual worlds
Second life is a huge on-line community populated by animated virtual
people (avatars). Consists of simulated islands with parks, buildings, etc.
People create the avatars to represent themselves.
Ambient technologies
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http://www.thefuntheory.com/
http://www.youtube.com/watch?v=2lXh2n0aPyw&feature=player_embedd
ed#!
Domestic toy robot i Robo Q
• moves freely around the house
• reacts to voice commands,
• monitors its surroundings with a
surveillance camera and takes
pictures
• teaches children languages,
• plays games,
• provides the weather forecast, news and recipes.
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Photographed at a robot exhibition in
Seoul, South Korea.
Social networks
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Various user interfaces
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What do the interfaces consist of?
EVOLUTION OF HCI
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Vannevar Bush “As We May Think”
• The Atlantic Monthly, 1945.
• Memex: analog hypertext
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4
1890 – 1974
ENIAC, 1946 Electronic Numerical Integrator And Computer
31 http://en.wikipedia.org/wiki/File:Eniac.jpg
Grace Hopper – the inventor of compiler
• Compiler improved usability
• A-0: Arithmetic Language version 0; 1951-1952
• COBOL, 1959
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First interactive screens
1960-ties: data stored in paper tape or cards with holes punched in them. Cards were sent to computer centre, data was processed, results printed.
• Joseph C.R. Licklider the first screens and cathode ray tubes
(CRT)
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Direct interaction with computer
Ivan Sutherland (MIT),
Sketchpad, 1962 It could draw both horizontal and
vertical lines and combine them into figures and shapes. Figures could be copied, moved, rotated, or resized, retaining their basic properties.
Input: light pen
Išvestis: oksilografo ekranas
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http://www.youtube.com/watch?v=USyoT_Ha_bA
Computer mouse
• Douglas Engelbart, 1968
• Demonstrated the interaction using the mouse at The Mother of All Demos
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http://sloan.stanford.edu/mousesite/1968Demo.html#complete,
clip 12
1970-ties: people at the center
• Technology at the focus of design
– batch interaction, command line interface
• Alan Kay
– Dynabook: concept of laptop
– Object-oriented programming, SmallTalk
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Alan Kay holds
the mockup of
Dynabook
Graphical user interface
• XEROX STAR, 1981
• Office metaphor
– windows, icons, folders
– Ethernet network,
– file server,
– print server,
• microcomputers
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http://www.youtube.com/watch?v=Cn4vC80Pv6Q
Evolution of HCI
• 40–ties – vision, Vannevar Bush
• 50-ties – compilers, Grace Hoper
• 60-ties – Sketchpad, Ivan Sutherland
• 70-ties – Dynaburg, Alan Kay
• 80-ties – XEROX Star, microcomputers
• 90-ties – multimedia
• 2000-ties – mobiles
• 2010-ties - ?
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Long nose of innovation, Bill Buxton
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Long nose of innovation
• New products and ideas come from observing history and the evolution of the ecosystem.
• ipod took aesthetical inspiration from Dieter Rams’ Braun T3 radio, produced in 1958.
40
www.id-book.com 41
Why go to this length?
• Help designers: – understand how to design interactive products that fit with
what people want, need and may desire
– appreciate that one size does not fit all e.g., teenagers are very different to grown-ups
– identify any incorrect assumptions they may have about particular user groups
e.g., not all old people want or need big fonts
– be aware of both people’s sensitivities and their capabilities
Learning resources
• Course website:
– web.vu.lt/mif/k.lapin
• Books at the MIF library
42
MIF library
David Benyon, Phil Turner, Susan Turner
Designing Interactive Systems: People, Activities, Contexts, Technologies,
Addison Wesley,
2005, 2010, 2014
43 ŽKS ištakos ir struktūra Studijų reikalavimai Motyvacija Literatūra
MIF library
• Helen Sharp, Yvonne Rogers, Jenny Preece
Interaction Design: Beyond Human-Computer Interaction
John Wiley & Sons, 2002 (20 egz.)
2007, 2011.
44 ŽKS ištakos ir struktūra Studijų reikalavimai Motyvacija Literatūra
MIF library
• Donald A. Norman. The Design of Everyday Things. Basic Books; Reprint edition (September 17, 2002), 272 pages – Puikus ŽKS įvadas
45 ŽKS ištakos ir struktūra Studijų reikalavimai Motyvacija Literatūra
MIF library
• Dix, A., J. Finlay, G. Abowd, R. Beale. Human-Computer Interaction, 2nd Edition, Prentice Hall, 2003, 638 p.
46 ŽKS ištakos ir struktūra Studijų reikalavimai Motyvacija Literatūra
MIF library
• Schneiderman, B., Plaisant C. Designing the user interface. Addison-Wesley. 2004, 2010
47 ŽKS ištakos ir struktūra Studijų reikalavimai Motyvacija Literatūra
MIF library
• Faulkner, Ch. The Essence of Human-Computer Interaction, Pearson Prentice Hall,1996.
48 ŽKS ištakos ir struktūra Studijų reikalavimai Motyvacija Literatūra
MIF library
• The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications. Julie A. Jacko (ed.) and Andrew Sears (ed.) Lawrence Erlbaum Associates. 2003
49 ŽKS ištakos ir struktūra Studijų reikalavimai Motyvacija Literatūra
Other resources
• User Experience Professionals Association
• AIGA, the professional association for design
• ACM Special Interest Group CHI
• Usability Net
• Nielsen Norman Group
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Human computer interaction
Kristina Lapin
web.vu.lt/mif/k.lapin/
References
• David Benyon. Designing Interactive Systems: A
comprehensive quide to HCI and interaction
design, Addison Wesley, 2005, 2010, 2014.
– 1 chapter: Designing interactive systems: a fusion of
skills
• Jennifer Preece, Yvonne Rogers,
Helen Sharp (2002, 2007, 2011). Interaction
design: beyond human – computer interaction. John Wiley & Sons www.id-book.com
– 1 chapter: What is Interaction Design?
52